Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by carter-carl30 · Jul 21, 2012 at 09:58 PM · raycastaudiosoundhitgetbutton

help with multiple sounds

Hi all, I'm having a problem with sounds... I have these two scripts below. One for a sound when the player presses the mouse button to do a gunshot sound, and the other to play a sound on hit of the object.

At the moment I am only hearing the gunshot sound. I have a seperate audiosource for the molehit sound but still its not playing (I think it's to do with the gunshot cancelling out the other sound) can anyone see where I'm going wrong please?

scripts:

gun shot sound script:

 var mySound: AudioClip;
 
 function Update(){
 
     if(Input.GetMouseButtonUp(0)){
         audio.clip = mySound; 
         audio.Play();
     }
 }


mole hit script:

 private var ray : Ray;
 private var rayCastHit : RaycastHit;
 var mySound: AudioClip;
 var bloodPrefab : GameObject;
 
 function Update(){
 
     if(Input.GetMouseButtonDown(0)){
 
         ray = Camera.main.ScreenPointToRay (Input.mousePosition);
 
         if (Physics.Raycast (ray, rayCastHit)){
 
             //add name of object/button to affect in ""
             if(rayCastHit.transform.name == "mole_1_shoot"){
 
                 audio.clip = mySound; 
                 audio.Play();
 
                 var rot = Quaternion.FromToRotation(Vector3.up, rayCastHit.normal);
                 Instantiate(bloodPrefab, rayCastHit.point, rot);
 
                 Debug.Log ("hit mole 1 shoot!");
             }
         }
     }
 }


Comment
Add comment · Show 9
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Doireth · Jul 21, 2012 at 10:07 PM 0
Share

Are these scripts attached to the same object? If so, an audiosource can only play one sound at a time. The alternative is to have an audiosource attached to any object that could emit a sound.

avatar image AlucardJay · Jul 21, 2012 at 10:09 PM 0
Share

I edited your script layout, it was very hard to read =]

are these scripts on the same gameObject using the same audio source? if not, are separate sounds applied to each audiosource and var mySound? Does the Debug show if you raycast the mole? is the mole hit script further away from the audio listener?

The easiest fix may be PlayOneShot : http://docs.unity3d.com/Documentation/ScriptReference/AudioSource.PlayOneShot.html

avatar image RowleyBirkin · Jul 21, 2012 at 10:11 PM 0
Share

How far is the mole from the camera? If it is very far away you may very well not hear the sound. Perhaps try:

AudioSource.PlayClipAtPoint(mySound, at the player or the camera's position); http://docs.unity3d.com/Documentation/ScriptReference/AudioSource.PlayClipAtPoint.html

avatar image carter-carl30 · Jul 21, 2012 at 11:33 PM 0
Share

the gunshot script is attached to a script manager object, the mole hit one is attached to the moles, I increased the max distance on the sound so that it covered my main cam (audio listener)

avatar image Seth-Bergman · Jul 22, 2012 at 01:21 AM 1
Share

it's the $$anonymous$$ distance you should adjust higher. Better yet, select the clip itself from the project panel and change it to 2d sound

anything above the $$anonymous$$ distance will start to drop off

try switching the clips (swap them) and see if you hear the same one, then you'll know

Show more comments

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

9 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Help Playing "Sound Clip" on RayCastHit? (RayCast help?) 2 Answers

Can anyone help me modify this script? (C#) 2 Answers

Continuous RayCast on GetButtonDown 0 Answers

Finding when a Ray isn't hitting anything? 1 Answer

Calculating rhythm of any music? 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges